Angband Monsters

The Giant white tick (White 'S' : 'S')

=== Num:141 Lev:10 Rar:2 Spd:100 Hp:12d8 AC:40 Exp:27
It is moving slowly towards you.
This natural creature moves normally.
It is rarely detected by telepathy.
It can bash down doors.
It resists poison.
It takes a while to see intruders, which it may notice from 120 feet.
It can bite to poison with damage 2d6.

The Dark elven warrior (Umber 'h' : 'h')

=== Num:138 Lev:10 Rar:1 Spd:110 Hp:10d11 AC:16 Exp:50
A dark elven figure in armour and ready with his sword.
This evil creature moves normally.
He can bash down doors and open doors.
He is hurt by bright light.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry one or two objects or treasures.
He can hit to attack with damage 1d8, and hit to attack with damage 1d8.

The Creeping gold coins (Yellow '$' : '$')

=== Num:146 Lev:10 Rar:3 Spd:100 Hp:18d8 AC:36 Exp:32
It appears to be a pile of gold coins, until it starts crawling towards you
on tiny legs.
This creature moves normally.
It is cold blooded.
It can bash down doors.
It resists poison, acid, and lightning.
It cannot be slept or confused.
It is fairly observant of intruders, which it may notice from 50 feet.
It will carry up to 4 objects or treasures.
It can hit to attack with damage 2d5, and touch to poison with damage 3d5.

The Wolf (Umber 'C' : 'C')

=== Num:147 Lev:10 Rar:1 Spd:120 Hp:6d6 AC:30 Exp:30
It howls and snaps at you.
This natural creature moves a bit erratically.
It usually appears in groups.
It can bash down doors.
It takes a while to see intruders, which it may notice from 300 feet.
It can bite to attack with damage 1d6.

The Dark elven mage (Red 'h' : 'h')

=== Num:136 Lev:10 Rar:1 Spd:120 Hp:7d10 AC:16 Exp:50
A dark elven figure, dressed all in black, hurling spells at you.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells which confuse, blind, create darkness, produce poison balls, or produce magic missiles; 1 time in 5.
He can bash down doors and open doors.
He is hurt by bright light.
He resists poison.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry one or two objects or treasures.
He can hit to attack with damage 1d6, and hit to attack with damage 1d6.

[U] Grishnakh, the Hill Orc (Yellow 'o' : 'o')

=== Num:140 Lev:10 Rar:3 Spd:110 Hp:230 AC:20 Exp:160
He is a cunning and devious orc with a chaotic nature.
This evil orc moves normally.
He usually appears with an escort.
He can bash down doors and open doors.
He resists poison.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry one or two good objects.
He can hit to attack with damage 1d12, hit to attack with damage 1d10, hit to attack with damage 1d12, and hit to attack with damage 1d10.

The Giant fruit fly (L.Green 'I' : 'I')

=== Num:148 Lev:10 Rar:3 Spd:120 Hp:2d2 AC:14 Exp:4
A fast-breeding, annoying pest.
This natural creature moves extremely erratically.
It breeds explosively. It is rarely detected by telepathy.
It is fairly observant of intruders, which it may notice from 80 feet.
It can bite to attack with damage 1d2.

The Pseudo-dragon (Orange 'd' : 'd')

=== Num:144 Lev:10 Rar:2 Spd:110 Hp:200 AC:30 Exp:150
A small relative of the dragon that inhabits dark caves.
This evil dragon moves normally.
It is always created sluggish.
It may breathe darkness or light, and is also magical, casting spells which confuse or terrify; 1 time in 11.
It can bash down doors.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry a object or treasure.
It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5.

The Disenchanter mold (Violet 'm' : 'm')

=== Num:143 Lev:10 Rar:1 Spd:110 Hp:16d8 AC:20 Exp:40
It is a strange glowing growth on the dungeon floor.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy.
It is magical, casting spells which drain mana; 1 time in 11.
It resists poison.
It cannot be frightened, slept, or confused.
It tends to overlook intruders, which it may notice from 20 feet.
It can release spores to disenchant with damage 1d6.

The Hairy mold (Orange 'm' : 'm')

=== Num:142 Lev:10 Rar:1 Spd:110 Hp:15d8 AC:15 Exp:32
It is a strange hairy growth on the dungeon floor.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy.
It resists poison.
It cannot be frightened, slept, or confused.
It tends to overlook intruders, which it may notice from 20 feet.
It can release spores to poison with damage 1d3.

The Clear mushroom patch (White ',' : ',')

=== Num:139 Lev:10 Rar:2 Spd:120 Hp:1 AC:1 Exp:3
Yum! It looks quite tasty.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy. It is cold blooded. It breeds explosively. It is invisible.
It cannot be frightened, slept, or confused.
It is ever vigilant for intruders, which it may notice from 40 feet.
It can release spores to attack with damage 1.

[U] Orfax, Son of Boldor (L.Blue 'y' : 'y')

=== Num:137 Lev:10 Rar:3 Spd:120 Hp:120 AC:20 Exp:80
He's just like his daddy! He knows mighty spells, but fortunately he is a
yeek.
This natural evil creature moves normally.
He is always created sluggish. He usually appears with escorts.
He is magical, casting spells intelligently which summon a monster, confuse, teleport to, blink-self, heal-self, or slow; 1 time in 4.
He can bash down doors and open doors.
He resists acid.
He is fairly observant of intruders, which he may notice from 180 feet.
He will carry one or two good objects.
He can hit to attack with damage 1d9, hit to attack with damage 1d8, insult, and insult.

The Giant spider (Violet 'S' : 'S')

=== Num:135 Lev:10 Rar:2 Spd:110 Hp:10d10 AC:16 Exp:35
It is a vast black spider whose bulbous body is bloated with poison.
This natural creature moves normally.
It is rarely detected by telepathy.
It can bash down doors.
It resists poison.
It pays little attention to intruders, which it may notice from 80 feet.
It can bite to attack with damage 1d10, bite to poison with damage 1d6, bite to poison with damage 1d6, and bite to attack with damage 1d10.

The Panther (Umber 'f' : 'f')

=== Num:149 Lev:10 Rar:2 Spd:120 Hp:10d8 AC:30 Exp:25
A large black cat, stalking you with intent. It thinks you're its next
meal.
This natural creature moves normally.
It can bash down doors.
It is ever vigilant for intruders, which it may notice from 400 feet.
It can claw to attack with damage 1d8, and claw to attack with damage 1d8.

The Brigand (Blue 'p' : 'p')

=== Num:150 Lev:10 Rar:2 Spd:110 Hp:9d8 AC:32 Exp:35
He is eyeing your backpack.
This evil creature moves normally.
He can pick up objects, bash down doors, and open doors.
He is fairly observant of intruders, which he may notice from 200 feet.
He will carry one or two objects or treasures.
He can hit to attack with damage 2d4, and touch to steal items.

The Tengu (L.Red 'u' : 'u')

=== Num:145 Lev:10 Rar:1 Spd:120 Hp:16d9 AC:32 Exp:40
It is a fast-moving demon that blinks quickly in and out of existence; no
other demon matches its teleporting mastery.
This evil demon moves normally.
It is magical, casting spells which teleport to or blink-self; 1 time in 3.
It can bash down doors and open doors.
It resists fire.
It cannot be frightened.
It takes quite a while to see intruders, which it may notice from 200 feet.
It can hit to attack with damage 1d8.

The Hippogriff (L.Umber 'H' : 'H')

=== Num:152 Lev:11 Rar:1 Spd:110 Hp:20d9 AC:14 Exp:30
A strange hybrid of eagle and horse. It looks weird.
This natural creature moves normally.
It can bash down doors.
It is fairly observant of intruders, which it may notice from 120 feet.
It can hit to attack with damage 2d5, and bite to attack with damage 2d5.

The Baby multi-hued dragon (Violet 'd' : 'd')

=== Num:151 Lev:11 Rar:2 Spd:110 Hp:130 AC:30 Exp:45
This hatchling dragon is still soft, its eyes unaccustomed to light and
its scales shimmering with hints of many different colours.
This evil dragon moves normally.
It is always created sluggish.
It may breathe fire, frost, acid, lightning, or poison; 1 time in 12.
It can bash down doors and open doors.
It resists poison, cold, acid, fire, and lightning.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 3 objects or treasures.
It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 1d6.

The Zombified orc (Slate 'z' : 'z')

=== Num:153 Lev:11 Rar:1 Spd:110 Hp:11d8 AC:24 Exp:30
It is a shambling orcish corpse leaving behind a trail of flesh.
This evil undead orc moves normally.
It is not detected by telepathy. It is cold blooded.
It can bash down doors and open doors.
It resists poison and cold.
It cannot be frightened, slept, or confused.
It takes a while to see intruders, which it may notice from 200 feet.
It can hit to attack with damage 1d4, hit to attack with damage 1d4, and hit to attack with damage 1d4.

The Gnome mage (Red 'h' : 'h')

=== Num:154 Lev:11 Rar:2 Spd:110 Hp:7d8 AC:20 Exp:38
A mage of short stature.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells which summon a monster, create darkness, blink-self, or produce frost bolts; 1 time in 4.
He can bash down doors and open doors.
He is fairly observant of intruders, which he may notice from 180 feet.
He will carry one or two objects or treasures.
He can hit to attack with damage 1d5.

The Dark elven priest (Green 'h' : 'h')

=== Num:162 Lev:12 Rar:1 Spd:120 Hp:7d10 AC:30 Exp:50
A dark elven figure, dressed all in black, chanting curses and waiting to
deliver your soul to hell.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells intelligently which confuse, blind, create darkness, cause serious wounds, or heal-self; 1 time in 5.
He can bash down doors and open doors.
He is hurt by bright light.
He takes quite a while to see intruders, which he may notice from 200 feet.
He will carry one or two objects or treasures.
He can hit to attack with damage 1d9, and hit to attack with damage 1d10.

The Black mamba (L.Dark 'J' : 'J')

=== Num:155 Lev:12 Rar:3 Spd:120 Hp:10d8 AC:32 Exp:40
It has glistening black skin, a sleek body and highly venomous fangs.
This natural creature moves somewhat erratically.
It can bash down doors.
It resists poison.
It is vigilant for intruders, which it may notice from 100 feet.
It can bite to poison with damage 4d4.

The White wolf (White 'C' : 'C')

=== Num:156 Lev:12 Rar:1 Spd:120 Hp:7d7 AC:30 Exp:30
A large and muscled wolf from the northern wastes. Its breath is cold and
icy and its fur coated in frost.
This natural creature moves a bit erratically.
It usually appears in groups.
It can bash down doors.
It resists cold.
It takes a while to see intruders, which it may notice from 300 feet.
It can bite to attack with damage 1d3, and bite to attack with damage 1d4.

The Grape jelly (Violet 'j' : 'j')

=== Num:157 Lev:12 Rar:3 Spd:110 Hp:52d8 AC:1 Exp:60
Yum! It looks quite tasty. It is a pulsing mound of glowing flesh.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy.
It is magical, casting spells which drain mana; 1 time in 11.
It is hurt by bright light.
It resists poison.
It cannot be frightened, slept, or confused.
It pays very little attention to intruders, which it may notice from 20 feet.
It can touch to lower experience (by 10d6+).

The Nether worm mass (L.Dark 'w' : 'w')

=== Num:158 Lev:12 Rar:3 Spd:100 Hp:5d8 AC:15 Exp:6
It is a disgusting mass of dark worms, eating each other, the floor,
the air, you....
This natural creature moves extremely erratically.
It breeds explosively. It is rarely detected by telepathy.
It can bash down doors.
It is hurt by bright light.
It cannot be frightened.
It is very observant of intruders, which it may notice from 100 feet.
It can touch to lower experience (by 10d6+).

[U] Golfimbul, the Hill Orc Chief (Yellow 'o' : 'o')

=== Num:159 Lev:12 Rar:3 Spd:110 Hp:240 AC:60 Exp:230
A leader of a band of raiding orcs, he picks on hobbits.
This evil orc moves normally.
He usually appears with an escort.
He can bash down doors and open doors.
He resists poison, cold, fire, and lightning.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry up to 4 good objects.
He can hit to attack with damage 1d12, hit to attack with damage 1d12, hit to attack with damage 1d10, and hit to attack with damage 1d10.

The Master yeek (L.Umber 'y' : 'y')

=== Num:160 Lev:12 Rar:2 Spd:110 Hp:12d9 AC:24 Exp:28
A small humanoid that radiates some power.
This natural evil creature moves normally.
It is always created sluggish.
It is magical, casting spells which summon a monster, blind, blink-self, teleport-self, slow, or produce poison balls; 1 time in 4.
It can bash down doors and open doors.
It resists acid.
It is fairly observant of intruders, which it may notice from 180 feet.
It will carry a object or treasure.
It can hit to attack with damage 1d8.

The Priest (Green 'p' : 'p')

=== Num:161 Lev:12 Rar:1 Spd:110 Hp:12d8 AC:22 Exp:36
A robed man, dedicated to his god.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells intelligently which summon a monster, cause serious wounds, heal-self, or terrify; 1 time in 3.
He can bash down doors and open doors.
He takes quite a while to see intruders, which he may notice from 200 feet.
He will carry one or two objects or treasures.
He can hit to attack with damage 2d3, and hit to attack with damage 2d3.

The Air spirit (L.Blue 'E' : 'E')

=== Num:163 Lev:12 Rar:2 Spd:130 Hp:8d8 AC:40 Exp:40
A whirlwind of sentient air.
This creature moves extremely erratically.
It is not detected by telepathy. It is cold blooded. It is invisible.
It can bash down doors.
It resists poison and lightning.
It cannot be frightened, slept, or confused.
It takes a while to see intruders, which it may notice from 120 feet.
It can hit to attack with damage 1d3.

The Skeleton human (White 's' : 's')

=== Num:164 Lev:12 Rar:1 Spd:110 Hp:10d8 AC:30 Exp:38
It is an animated human skeleton.
This evil undead creature moves normally.
It is not detected by telepathy. It is cold blooded.
It can bash down doors and open doors.
It resists poison and cold.
It cannot be frightened, slept, or confused.
It takes quite a while to see intruders, which it may notice from 200 feet.
It can hit to attack with damage 1d8.

The Zombified human (Slate 'z' : 'z')

=== Num:165 Lev:12 Rar:1 Spd:110 Hp:12d8 AC:24 Exp:34
It is a shambling human corpse dropping chunks of flesh behind it.
This evil undead creature moves normally.
It is not detected by telepathy. It is cold blooded.
It can bash down doors and open doors.
It resists poison and cold.
It cannot be frightened, slept, or confused.
It takes a while to see intruders, which it may notice from 200 feet.
It can hit to attack with damage 1d4, and hit to attack with damage 1d4.

The Tiger (Orange 'f' : 'f')

=== Num:166 Lev:12 Rar:2 Spd:120 Hp:12d10 AC:40 Exp:40
One of the largest of its species, a sleek orange and black shape creeps
towards you, ready to pounce.
This natural creature moves normally.
It can bash down doors.
It is ever vigilant for intruders, which it may notice from 400 feet.
It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 1d6.

The Moaning spirit (Umber 'G' : 'G')

=== Num:167 Lev:12 Rar:2 Spd:120 Hp:5d8 AC:20 Exp:44
A ghostly apparition that shrieks horribly.
This evil undead creature moves a bit erratically.
It is cold blooded. It is always created sluggish. It is invisible.
It is magical, casting spells which teleport-self or terrify; 1 time in 15.
It can pass through walls.
It resists cold.
It cannot be slept or confused.
It is fairly observant of intruders, which it may notice from 140 feet.
It will carry up to 3 objects or treasures.
It can wail to terrify, and touch to reduce dexterity with damage 1d8.

The Swordsman (Umber 'p' : 'p')

=== Num:168 Lev:12 Rar:1 Spd:110 Hp:12d8 AC:34 Exp:40
A warrior of considerable skill.
This creature moves normally.
He can bash down doors and open doors.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry one or two objects or treasures.
He can hit to attack with damage 3d5, and hit to attack with damage 3d5.

The Stegocentipede (Umber 'c' : 'c')

=== Num:169 Lev:12 Rar:2 Spd:120 Hp:13d8 AC:30 Exp:40
It is a vast armoured centipede with massive mandibles and a spiked tail.
This natural creature moves normally.
It is rarely detected by telepathy.
It can bash down doors.
It takes quite a while to see intruders, which it may notice from 120 feet.
It can bite to attack with damage 2d4, bite to attack with damage 2d4, and sting to attack with damage 2d4.

The Spotted jelly (Orange 'j' : 'j')

=== Num:170 Lev:12 Rar:3 Spd:120 Hp:13d8 AC:18 Exp:33
A strange jelly thing, covered in discoloured blotches.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy. It is cold blooded.
It is hurt by bright light.
It resists poison and acid.
It cannot be frightened, slept, or confused.
It is vigilant for intruders, which it may notice from 120 feet.
It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 2d6, and touch to shoot acid with damage 2d6.

The Drider (Blue 'S' : 'S')

=== Num:171 Lev:13 Rar:2 Spd:110 Hp:10d13 AC:30 Exp:55
A dark elven torso merged with the bloated form of a giant spider.
This evil creature moves normally.
It is always created sluggish.
It is magical, casting spells which cause light wounds, confuse, or create darkness; 1 time in 8.
It can bash down doors.
It resists poison.
It pays little attention to intruders, which it may notice from 80 feet.
It can hit to attack with damage 1d12, hit to attack with damage 1d12, and bite to poison with damage 1d6.

The Black orc (L.Dark 'o' : 'o')

=== Num:178 Lev:13 Rar:1 Spd:110 Hp:12d10 AC:36 Exp:45
He is a large orc with powerful arms and deep black skin.
This evil orc moves normally.
He usually appears in groups.
He can bash down doors and open doors.
He is hurt by bright light.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 3d4, and hit to attack with damage 3d4.

The Creeping mithril coins (L.Blue '$' : '$')

=== Num:175 Lev:13 Rar:3 Spd:110 Hp:20d8 AC:50 Exp:45
It appears to be a pile of sentient mithril coins that doesn't like being
picked up.
This creature moves normally.
It is cold blooded.
It can bash down doors.
It resists poison, acid, and lightning.
It cannot be slept or confused.
It is fairly observant of intruders, which it may notice from 50 feet.
It will carry up to 6 objects or treasures.
It can hit to attack with damage 2d5, and touch to poison with damage 3d5.

The Ogre (L.Umber 'O' : 'O')

=== Num:174 Lev:13 Rar:2 Spd:110 Hp:13d9 AC:33 Exp:50
A hideous, smallish giant that is often found near or with orcs.
This evil giant moves normally.
It usually appears in groups.
It can bash down doors and open doors.
It takes quite a while to see intruders, which it may notice from 200 feet.
It will carry a object or treasure.
It can hit to attack with damage 2d8.

The Killer brown beetle (Umber 'K' : 'K')

=== Num:172 Lev:13 Rar:1 Spd:110 Hp:13d8 AC:40 Exp:38
It is a vicious insect with a tough carapace.
This natural creature moves normally.
It is rarely detected by telepathy.
It can bash down doors.
It takes quite a while to see intruders, which it may notice from 100 feet.
It can bite to attack with damage 3d4.

[U] Boldor, King of the Yeeks (Violet 'y' : 'y')

=== Num:173 Lev:13 Rar:3 Spd:120 Hp:180 AC:24 Exp:200
A great yeek, powerful in magic and sorcery, but a yeek all the same.
This natural evil creature moves normally.
He is always created sluggish. He usually appears with escorts.
He is magical, casting spells intelligently which summon a monster, blind, blink-self, teleport-self, heal-self, slow, or summon similar monsters; 1 time in 3.
He can bash down doors and open doors.
He resists acid.
He is fairly observant of intruders, which he may notice from 180 feet.
He will carry up to 4 good objects.
He can hit to attack with damage 1d9, hit to attack with damage 1d9, and hit to attack with damage 1d8.

The Druid (L.Green 'p' : 'p')

=== Num:177 Lev:13 Rar:2 Spd:110 Hp:12d12 AC:10 Exp:50
A priest devoted to Nature.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells intelligently which produce fire bolts, blind, blink-self, produce lightning bolts, slow, haste-self, or paralyze; 1 time in 3.
He can bash down doors and open doors.
He is fairly observant of intruders, which he may notice from 200 feet.
He will carry one or two objects or treasures.
He can hit to attack with damage 2d4, and hit to attack with damage 2d4.

The Ochre jelly (L.Umber 'j' : 'j')

=== Num:179 Lev:13 Rar:3 Spd:120 Hp:13d8 AC:18 Exp:40
A fast moving highly acidic jelly thing, that is eating away the floor it
rests on.
This creature moves normally.
It is not detected by telepathy. It is cold blooded.
It can pick up objects, bash down doors, and open doors.
It resists poison and acid.
It cannot be frightened, slept, or confused.
It is vigilant for intruders, which it may notice from 120 feet.
It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 2d6, and touch to shoot acid with damage 2d6.

The Illusionist (L.Red 'p' : 'p')

=== Num:176 Lev:13 Rar:2 Spd:120 Hp:12d8 AC:10 Exp:50
A deceptive spell caster.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells intelligently which confuse, blind, create darkness, blink-self, teleport-self, slow, haste-self, or paralyze; 1 time in 3.
He can bash down doors and open doors.
He is fairly observant of intruders, which he may notice from 200 feet.
He will carry one or two objects or treasures.
He can hit to attack with damage 2d2.

The Lurker (White '.' : '.')

=== Num:188 Lev:14 Rar:3 Spd:110 Hp:200 AC:25 Exp:80
A strange creature that merges with the dungeon floor, trapping its
victims by enveloping them within its perfectly disguised form.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy. It is cold blooded. It is invisible.
It cannot be frightened, slept, or confused.
It is fairly observant of intruders, which it may notice from 300 feet.
It can hit to attack with damage 1d8, and hit to attack with damage 1d8.

The Flesh golem (L.Red 'g' : 'g')

=== Num:185 Lev:14 Rar:2 Spd:110 Hp:12d8 AC:30 Exp:50
A shambling humanoid monster with long scars.
This creature moves normally.
It is not detected by telepathy.
It can bash down doors.
It resists lightning.
It cannot be frightened, slept, or confused.
It is fairly observant of intruders, which it may notice from 120 feet.
It can hit to attack with damage 1d6, and hit to attack with damage 1d6.

The Blue icky thing (Blue 'i' : 'i')

=== Num:183 Lev:14 Rar:4 Spd:100 Hp:10d6 AC:20 Exp:20
It is a strange, slimy, icky creature, with rudimentary intelligence,
but evil cunning. It hungers for food, and you look tasty.
This evil creature moves somewhat erratically.
It breeds explosively. It is always created sluggish.
It is magical, casting spells which confuse, blind, or terrify; 1 time in 8.
It can bash down doors and open doors.
It resists poison.
It takes a while to see intruders, which it may notice from 150 feet.
It can crawl on you to poison with damage 1d4, crawl on you to eat your food, hit to attack with damage 1d4, and hit to attack with damage 1d4.

The Giant white dragon fly (White 'F' : 'F')

=== Num:182 Lev:14 Rar:2 Spd:110 Hp:3d8 AC:20 Exp:60
It is a large fly that drips frost.
This natural creature moves somewhat erratically.
It is rarely detected by telepathy. It is always created sluggish.
It may breathe frost; 1 time in 10.
It can bash down doors.
It resists cold.
It tends to overlook intruders, which it may notice from 120 feet.
It can bite to freeze with damage 1d6.

The Giant black louse (L.Dark 'l' : 'l')

=== Num:187 Lev:14 Rar:1 Spd:120 Hp:1d2 AC:7 Exp:3
It makes you itch just to look at it.
This natural creature moves somewhat erratically.
It breeds explosively. It is rarely detected by telepathy.
It is fairly observant of intruders, which it may notice from 60 feet.
It can bite to attack with damage 1d2.

[U] Ufthak of Cirith Ungol (Green 'o' : 'o')

=== Num:181 Lev:14 Rar:3 Spd:110 Hp:320 AC:50 Exp:250
A strong orc guarding the pass of Cirith Ungol. He is mortally afraid of
spiders.
This evil orc moves normally.
He usually appears with an escort.
He can bash down doors and open doors.
He resists poison and cold.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry one or two good objects.
He can hit to attack with damage 3d4, hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4.

The Giant flea (Slate 'I' : 'I')

=== Num:180 Lev:14 Rar:3 Spd:120 Hp:2d2 AC:25 Exp:4
It makes you itch just to look at it.
This natural creature moves extremely erratically.
It breeds explosively. It is rarely detected by telepathy.
It can bash down doors.
It is fairly observant of intruders, which it may notice from 80 feet.
It can bite to attack with damage 1d2.

The Warg (Slate 'C' : 'C')

=== Num:186 Lev:14 Rar:2 Spd:120 Hp:8d8 AC:20 Exp:40
It is a large wolf with eyes full of cunning.
This natural evil creature moves a bit erratically.
It usually appears in groups.
It can bash down doors.
It takes quite a while to see intruders, which it may notice from 200 feet.
It can bite to attack with damage 1d8.

The Black ogre (L.Dark 'O' : 'O')

=== Num:190 Lev:15 Rar:2 Spd:110 Hp:20d9 AC:33 Exp:75
A massive orc-like figure with black skin and powerful arms.
This evil giant moves a bit erratically.
It usually appears in groups.
It can bash down doors and open doors.
It takes quite a while to see intruders, which it may notice from 200 feet.
It will carry a object or treasure.
It can hit to attack with damage 2d8, and hit to attack with damage 2d8.

The Clay golem (L.Umber 'g' : 'g')

=== Num:204 Lev:15 Rar:2 Spd:110 Hp:14d8 AC:30 Exp:60
It is a massive animated statue made out of hardened clay.
This creature moves normally.
It is not detected by telepathy. It is cold blooded.
It can bash down doors.
It is hurt by rock remover.
It resists poison, cold, fire, and lightning.
It cannot be frightened, slept, or confused.
It is fairly observant of intruders, which it may notice from 120 feet.
It can hit to attack with damage 1d8, and hit to attack with damage 1d8.

The Giant tan bat (L.Umber 'b' : 'b')

=== Num:550 Lev:15 Rar:2 Spd:130 Hp:3d8 AC:20 Exp:18
A giant bat, the beating of whose wings produces a strangely unnerving noise.
This natural creature moves somewhat erratically.
It is always created sluggish.
It tends to overlook intruders, which it may notice from 120 feet.
It can bite to terrify with damage 1d3, claw to attack with damage 1d2, and claw to attack with damage 1d2.

The Half-orc (Slate 'o' : 'o')

=== Num:195 Lev:15 Rar:2 Spd:110 Hp:16d10 AC:40 Exp:50
He is a hideous deformed cross-breed with man and orc, combining man's
strength and cunning with orcish evil. The traitorous wizard Saruman is
generally believed to be responsible for this abomination.
This evil orc moves normally.
He usually appears in groups.
He can bash down doors and open doors.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 3d4, and hit to attack with damage 3d4.

The Dark hound (L.Dark 'Z' : 'Z')

=== Num:194 Lev:15 Rar:1 Spd:110 Hp:6d6 AC:30 Exp:50
A hole in the air in the shape of a huge hound. No light falls upon its
form.
This natural creature moves normally.
It is always created sluggish. It usually appears in groups.
It may breathe darkness; 1 time in 5.
It can bash down doors.
It is ever vigilant for intruders, which it may notice from 300 feet.
It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 1d6.

The Light hound (Orange 'Z' : 'Z')

=== Num:193 Lev:15 Rar:1 Spd:110 Hp:6d6 AC:30 Exp:50
A brilliant canine form whose light hurts your eyes, even at this distance.
This natural creature moves normally.
It is always created sluggish. It usually appears in groups.
It may breathe light; 1 time in 5.
It can bash down doors.
It is ever vigilant for intruders, which it may notice from 300 feet.
It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 1d6.

The Guardian naga (L.Blue 'n' : 'n')

=== Num:192 Lev:15 Rar:2 Spd:110 Hp:24d11 AC:65 Exp:80
A giant snake-like figure with a woman's torso.
This evil creature moves a bit erratically.
She can bash down doors and open doors.
She pays very little attention to intruders, which she may notice from 200 feet.
She will carry up to 3 objects or treasures.
She can crush to attack with damage 2d8, bite to attack with damage 1d8, and bite to attack with damage 1d8.

The Magic mushroom patch (L.Blue ',' : ',')

=== Num:191 Lev:15 Rar:2 Spd:140 Hp:1 AC:10 Exp:10
Yum! It looks quite tasty. It seems to glow with an unusual light.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy. It is always created sluggish.
It is magical, casting spells which create darkness, blink-self, slow, or terrify; 1 time in 2.
It cannot be frightened, slept, or confused.
It is ever vigilant for intruders, which it may notice from 400 feet.
It can release spores to confuse, release spores to confuse, release spores to cause hallucinations, and release spores to cause hallucinations.

The Wererat (L.Dark 'r' : 'r')

=== Num:189 Lev:15 Rar:2 Spd:110 Hp:20d8 AC:10 Exp:45
A large rat with glowing red eyes. The wererat is a disgusting creature,
relishing in filth and disease.
This natural evil creature moves normally.
It is always created sluggish.
It is magical, casting spells which blink-self, cause serious wounds, produce poison balls, or produce frost bolts; 1 time in 9.
It can bash down doors and open doors.
It is fairly observant of intruders, which it may notice from 100 feet.
It will carry a object or treasure.
It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d6.

The Giant tarantula (Orange 'S' : 'S')

=== Num:196 Lev:15 Rar:3 Spd:120 Hp:10d15 AC:32 Exp:70
A giant spider with hairy black and red legs.
This natural creature moves normally.
It is rarely detected by telepathy.
It can bash down doors.
It resists poison.
It pays little attention to intruders, which it may notice from 80 feet.
It can bite to poison with damage 1d6, bite to poison with damage 1d6, and bite to poison with damage 1d6.

The Giant clear centipede (White 'c' : 'c')

=== Num:197 Lev:15 Rar:2 Spd:110 Hp:5d8 AC:30 Exp:30
It is about four feet long and carnivorous.
This natural creature moves normally.
It is rarely detected by telepathy. It is invisible.
It can bash down doors.
It takes quite a while to see intruders, which it may notice from 120 feet.
It can bite to attack with damage 2d4, and sting to attack with damage 2d4.

The Mirkwood spider (Green 'S' : 'S')

=== Num:198 Lev:15 Rar:2 Spd:120 Hp:9d8 AC:25 Exp:25
A strong and powerful spider from Mirkwood forest. Cunning and evil, it
seeks to taste your juicy insides.
This natural evil creature moves normally.
It is rarely detected by telepathy. It usually appears in groups.
It can bash down doors.
It resists poison.
It pays little attention to intruders, which it may notice from 150 feet.
It can bite to attack with damage 1d8, bite to poison with damage 1d6, and bite to poison with damage 1d6.

The Griffon (Umber 'H' : 'H')

=== Num:200 Lev:15 Rar:1 Spd:110 Hp:30d8 AC:15 Exp:70
It is half lion, half eagle. It flies menacingly towards you.
This natural creature moves normally.
It can bash down doors.
It is fairly observant of intruders, which it may notice from 120 feet.
It can hit to attack with damage 3d4, and bite to attack with damage 2d6.

The Homunculus (Yellow 'u' : 'u')

=== Num:201 Lev:15 Rar:3 Spd:110 Hp:8d8 AC:32 Exp:40
It is a small demonic spirit full of malevolence.
This evil demon moves normally.
It can bash down doors and open doors.
It resists fire.
It cannot be frightened.
It takes quite a while to see intruders, which it may notice from 200 feet.
It can hit to paralyze with damage 1d2, and hit to attack with damage 1d10.

The Gnome mage (Red 'h' : 'h')

=== Num:202 Lev:15 Rar:2 Spd:110 Hp:7d8 AC:20 Exp:40
A mage of short stature.
This evil creature moves normally.
He is always created sluggish. He usually appears in groups.
He is magical, casting spells which summon a monster, create darkness, blink-self, or produce frost bolts; 1 time in 4.
He can bash down doors and open doors.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d5.

The Clear hound (White 'Z' : 'Z')

=== Num:203 Lev:15 Rar:1 Spd:110 Hp:6d6 AC:30 Exp:50
A completely translucent hound.
This natural creature moves normally.
It is invisible. It usually appears in groups.
It can bash down doors.
It is ever vigilant for intruders, which it may notice from 300 feet.
It can claw to attack with damage 1d6, claw to attack with damage 1d6, and bite to attack with damage 1d8.

The Umber hulk (L.Umber 'X' : 'X')

=== Num:205 Lev:16 Rar:1 Spd:110 Hp:20d10 AC:50 Exp:75
This bizarre creature has glaring eyes and large mandibles capable of
slicing through rock.
This natural evil creature moves normally.
It is not detected by telepathy. It is cold blooded.
It can bore through walls and bash down doors.
It is hurt by rock remover.
It resists poison.
It cannot be slept or confused.
It is fairly observant of intruders, which it may notice from 200 feet.
It can gaze to confuse, hit to attack with damage 1d6, hit to attack with damage 1d6, and bite to attack with damage 2d6.

The Grizzly bear (L.Umber 'q' : 'q')

=== Num:564 Lev:16 Rar:2 Spd:110 Hp:12d12 AC:35 Exp:55
A huge, beastly bear, more savage than most of its kind.
This natural creature moves normally.
It can bash down doors.
It is fairly observant of intruders, which it may notice from 100 feet.
It can claw to attack with damage 1d8, claw to attack with damage 1d8, bite to attack with damage 1d12, and crush to attack with damage 1d10.

The Quasit (Orange 'u' : 'u')

=== Num:212 Lev:16 Rar:2 Spd:110 Hp:6d8 AC:30 Exp:50
The chaotic evil master's favourite pet.
This evil demon moves a bit erratically.
It is always created sluggish. It is invisible.
It is magical, casting spells intelligently which confuse, blind, teleport to, blink-self, teleport level, teleport-self, or terrify; 1 time in 10.
It can bash down doors.
It resists fire.
It takes a while to see intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can bite to reduce dexterity with damage 1d6, claw to attack with damage 1d3, and claw to attack with damage 1d3.

The Giant green dragon fly (Green 'F' : 'F')

=== Num:208 Lev:16 Rar:2 Spd:110 Hp:3d8 AC:20 Exp:65
A vast, foul-smelling dragonfly.
This natural creature moves extremely erratically.
It is rarely detected by telepathy. It is always created sluggish.
It may breathe poison; 1 time in 10.
It can bash down doors.
It resists poison.
It tends to overlook intruders, which it may notice from 120 feet.
It can bite to poison with damage 1d6.

The Uruk (L.Blue 'o' : 'o')

=== Num:226 Lev:16 Rar:1 Spd:110 Hp:80 AC:50 Exp:60
A cunning orc of power, as tall as a man, and stronger. It fears
little.
This evil orc moves normally.
He usually appears in groups.
He can bash down doors and open doors.
He resists poison.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 3d5, and hit to attack with damage 3d5.

The Crebain (L.Dark 'B' : 'B')

=== Num:561 Lev:16 Rar:4 Spd:120 Hp:3d5 AC:12 Exp:20
A type of crow, specially bred by the forces of evil as spies; their
rudimentary intelligence guided by an evil mind has tracked you down,
and now they seek to alert other evil creatures to your presence.
This natural creature moves normally.
It usually appears in groups.
It is ever vigilant for intruders, which it may notice from 400 feet.
It can claw to attack with damage 1d4, and claw to attack with damage 1d4.

The Gelatinous cube (L.Green 'j' : 'j')

=== Num:207 Lev:16 Rar:4 Spd:110 Hp:360 AC:18 Exp:80
It is a strange, vast gelatinous structure that assumes cubic proportions
as it lines all four walls of the corridors it patrols. Through its
transparent jelly structure you can see treasures it has engulfed, and a
few corpses as well.
This creature moves normally.
It is not detected by telepathy. It is cold blooded.
It can pick up objects, bash down doors, and open doors.
It resists poison, cold, acid, fire, and lightning.
It cannot be frightened, slept, or confused.
It is vigilant for intruders, which it may notice from 120 feet.
It will carry up to 10 objects or treasures.
It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with damage 1d10.

The Hummerhorn (Yellow 'I' : 'I')

=== Num:210 Lev:16 Rar:4 Spd:120 Hp:2d2 AC:14 Exp:4
A giant buzzing wasp, its stinger drips venom.
This natural creature moves extremely erratically.
It breeds explosively. It is rarely detected by telepathy.
It is fairly observant of intruders, which it may notice from 80 feet.
It can bite to confuse with damage 2d2.

[U] Ulfast, Son of Ulfang (L.Umber 'p' : 'p')

=== Num:211 Lev:16 Rar:3 Spd:110 Hp:340 AC:40 Exp:200
A short and swarthy Easterling.
This evil creature moves normally.
He can pick up objects, bash down doors, and open doors.
He takes quite a while to see intruders, which he may notice from 200 feet.
He will carry one or two good objects.
He can hit to attack with damage 3d5, hit to attack with damage 3d5, hit to attack with damage 3d5, and hit to attack with damage 3d5.

The Earth spirit (Umber 'E' : 'E')

=== Num:219 Lev:17 Rar:2 Spd:120 Hp:13d8 AC:40 Exp:64
A whirling form of sentient rock.
This creature moves a bit erratically.
It is not detected by telepathy. It is cold blooded.
It can pass through walls.
It is hurt by rock remover.
It resists poison, cold, fire, and lightning.
It cannot be frightened, slept, or confused.
It tends to overlook intruders, which it may notice from 100 feet.
It can hit to attack with damage 1d8, and hit to attack with damage 1d8.

The 2-headed hydra (Umber 'M' : 'M')

=== Num:216 Lev:17 Rar:2 Spd:110 Hp:100d3 AC:60 Exp:80
A strange reptilian hybrid with two heads, guarding its hoard.
This natural creature moves normally.
It is always created sluggish.
It is magical, casting spells which terrify; 1 time in 11.
It can push past weaker monsters, bash down doors, and open doors.
It takes a while to see intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can bite to attack with damage 2d6, and bite to attack with damage 2d6.

The Giant red scorpion (Red 'S' : 'S')

=== Num:218 Lev:17 Rar:1 Spd:110 Hp:11d8 AC:44 Exp:62
It is fast and poisonous.
This natural creature moves normally.
It is rarely detected by telepathy.
It can bash down doors.
It takes a while to see intruders, which it may notice from 120 feet.
It can bite to attack with damage 2d4, and sting to reduce strength with damage 1d7.

The Water spirit (Blue 'E' : 'E')

=== Num:217 Lev:17 Rar:2 Spd:120 Hp:9d8 AC:28 Exp:58
A whirlpool of sentient liquid.
This creature moves a bit erratically.
It is not detected by telepathy. It is cold blooded.
It can bash down doors.
It resists poison and acid.
It cannot be frightened, slept, or confused.
It takes quite a while to see intruders, which it may notice from 120 feet.
It can hit to attack with damage 2d4, and hit to attack with damage 2d4.

[U] Nar, the Dwarf (Yellow 'h' : 'h')

=== Num:215 Lev:17 Rar:2 Spd:110 Hp:450 AC:70 Exp:250
The friend and companion of the dwarven king Thror, he went mad with
grief after Thror's death at the hands of Azog the Orc. With torn beard
and ragged clothes, he seems to have fixed on you as a convenient target
to vent his anger.
This creature moves normally.
He is always created sluggish.
He is magical, casting spells which cause mind blasting, confuse, blind, cause serious wounds, or heal-self; 1 time in 6.
He can bash down doors and open doors.
He resists poison, cold, and fire.
He cannot be slept or confused.
He takes a while to see intruders, which he may notice from 250 feet.
He will carry one or two good objects.
He can hit to attack with damage 3d5, hit to attack with damage 3d5, hit to attack with damage 3d5, and hit to attack with damage 3d5.

The Forest troll (Green 'T' : 'T')

=== Num:214 Lev:17 Rar:1 Spd:110 Hp:20d10 AC:50 Exp:70
He is green skinned and ugly.
This evil troll moves normally.
He regenerates quickly. He usually appears in groups.
He can bash down doors and open doors.
He is hurt by bright light.
He takes quite a while to see intruders, which he may notice from 200 feet.
He will carry a object or treasure.
He can hit to attack with damage 1d4, hit to attack with damage 1d4, and bite to attack with damage 1d6.

The Imp (Green 'u' : 'u')

=== Num:213 Lev:17 Rar:2 Spd:110 Hp:6d8 AC:30 Exp:55
The lawful evil master's favourite pet.
This evil demon moves a bit erratically.
It is cold blooded. It is always created sluggish. It is invisible.
It is magical, casting spells intelligently which confuse, blind, teleport to, blink-self, teleport level, teleport-self, or terrify; 1 time in 10.
It can bash down doors.
It resists fire.
It takes a while to see intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can hit to poison with damage 3d4, and hit to poison with damage 3d4.

The Shambling mound (Green ',' : ',')

=== Num:229 Lev:18 Rar:2 Spd:110 Hp:20d6 AC:16 Exp:75
A pile of rotting vegetation that slides towards you with a disgusting
stench, waking all it nears.
This evil creature moves normally.
It is not detected by telepathy.
It can bash down doors and open doors.
It cannot be frightened, slept, or confused.
It takes quite a while to see intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can hit to attack with damage 1d8, and hit to attack with damage 1d8.

The Fire spirit (Red 'E' : 'E')

=== Num:220 Lev:18 Rar:2 Spd:120 Hp:10d9 AC:30 Exp:75
A whirlwind of sentient flame.
This creature moves a bit erratically.
It is not detected by telepathy.
It can bash down doors.
It resists poison and fire.
It cannot be frightened, slept, or confused.
It takes a while to see intruders, which it may notice from 160 feet.
It can hit to burn with damage 2d6, and hit to burn with damage 2d6.

The Giant black dragon fly (Slate 'F' : 'F')

=== Num:231 Lev:18 Rar:2 Spd:120 Hp:3d8 AC:20 Exp:70
The size of a large bird, this fly drips caustic acid.
This natural creature moves extremely erratically.
It is rarely detected by telepathy. It is always created sluggish.
It may breathe acid; 1 time in 10.
It can bash down doors.
It resists acid.
It tends to overlook intruders, which it may notice from 120 feet.
It has no physical attacks.

The Evil eye (Green 'e' : 'e')

=== Num:588 Lev:18 Rar:3 Spd:110 Hp:15d8 AC:6 Exp:80
A huge disembodied eye. As you stare into the black nothingness of its pupil,
you feel your will and vitality draining away, and are unable to do anything
except approach it in horrified fascination.
This evil creature moves normally, but does not deign to chase intruders.
It is magical, casting spells which teleport to or paralyze; 1 time in 7.
It is hurt by bright light.
It cannot be frightened.
It is fairly observant of intruders, which it may notice from 20 feet.
It can gaze to lower experience (by 10d6+), and gaze to lower experience (by 10d6+).

The Orc captain (Orange 'o' : 'o')

=== Num:206 Lev:18 Rar:3 Spd:110 Hp:20d10 AC:59 Exp:80
An armoured orc with an air of authority.
This evil orc moves normally.
He usually appears with an escort.
He can bash down doors and open doors.
He resists poison.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry one or two objects or treasures.
He can hit to attack with damage 3d5, hit to attack with damage 3d5, and hit to attack with damage 3d5.

The Potion mimic (White '!' : '!')

=== Num:224 Lev:18 Rar:3 Spd:110 Hp:10d10 AC:30 Exp:60
A strange creature that disguises itself as a discarded potion bottle to lure
unsuspecting adventurers within reach of its venomous claws.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy. It is cold blooded. It is always created sluggish.
It is magical, casting spells which confuse, blind, cause serious wounds, terrify, or produce frost bolts; 1 time in 6.
It cannot be frightened, slept, or confused.
It is ever vigilant for intruders, which it may notice from 250 feet.
It can hit to poison with damage 3d4, hit to attack with damage 2d3, and hit to attack with damage 2d3.

The Blink dog (L.Blue 'C' : 'C')

=== Num:225 Lev:18 Rar:2 Spd:120 Hp:8d8 AC:20 Exp:50
A strange magical member of the canine race, its form seems to shimmer and
fade in front of your very eyes.
This natural creature moves a bit erratically.
It usually appears in groups.
It is magical, casting spells which teleport to or blink-self; 1 time in 4.
It can bash down doors.
It is fairly observant of intruders, which it may notice from 200 feet.
It can bite to attack with damage 1d8.

The Energy hound (Blue 'Z' : 'Z')

=== Num:223 Lev:18 Rar:1 Spd:110 Hp:10d6 AC:30 Exp:70
Saint Elmo's Fire forms a ghostly halo around this hound, and sparks sting
your fingers as energy builds up in the air around you.
This natural creature moves normally.
It is always created sluggish. It usually appears in groups.
It may breathe lightning; 1 time in 10.
It can bash down doors.
It resists lightning.
It is ever vigilant for intruders, which it may notice from 300 feet.
It can claw to attack with damage 3d3, claw to attack with damage 3d3, and bite to electrocute with damage 2d6.

The Cold hound (White 'Z' : 'Z')

=== Num:222 Lev:18 Rar:1 Spd:110 Hp:10d6 AC:30 Exp:70
A hound as tall as a man, this creature appears to be composed of angular
planes of ice. Cold radiates from it and freezes your breath in the air.
This natural creature moves normally.
It is always created sluggish. It usually appears in groups.
It may breathe frost; 1 time in 10.
It can bash down doors.
It resists cold.
It is ever vigilant for intruders, which it may notice from 300 feet.
It can claw to attack with damage 3d3, claw to attack with damage 3d3, and bite to freeze with damage 2d6.

The Fire hound (Red 'Z' : 'Z')

=== Num:221 Lev:18 Rar:1 Spd:110 Hp:10d6 AC:30 Exp:70
Flames lick at its feet and its tongue is a blade of fire. You can feel a
furnace heat radiating from the creature.
This natural creature moves normally.
It is always created sluggish. It usually appears in groups.
It may breathe fire; 1 time in 10.
It can bash down doors.
It resists fire.
It is ever vigilant for intruders, which it may notice from 300 feet.
It can claw to attack with damage 3d3, claw to attack with damage 3d3, and bite to burn with damage 2d6.

The Neekerbreeker (L.Dark 'I' : 'I')

=== Num:592 Lev:19 Rar:4 Spd:120 Hp:3d2 AC:18 Exp:4
Believed to be an evil relative of the cricket, this creature gets its name
from its incessant squeaking, which can best be described as "neek-breek,
neek-breek". The noise can drive people frantic, and worse still, can be
heard for quite some distance, alerting other monsters to your presence.
This natural evil creature moves extremely erratically.
It breeds explosively. It is rarely detected by telepathy.
It is fairly observant of intruders, which it may notice from 80 feet.
It can bite to poison with damage 2d2.

The Red mold (Red 'm' : 'm')

=== Num:233 Lev:19 Rar:1 Spd:110 Hp:17d8 AC:16 Exp:64
It is a strange red growth on the dungeon floor; it seems to burn with
flame.
This creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy.
It resists poison and fire.
It cannot be frightened, slept, or confused.
It tends to overlook intruders, which it may notice from 20 feet.
It can release spores to burn with damage 4d4.

The Stone golem (L.Slate 'g' : 'g')

=== Num:232 Lev:19 Rar:2 Spd:100 Hp:28d8 AC:75 Exp:100
It is a massive animated statue.
This creature moves normally.
It is not detected by telepathy. It is cold blooded.
It can bash down doors.
It is hurt by rock remover.
It resists poison, cold, fire, and lightning.
It cannot be frightened, slept, or confused.
It is fairly observant of intruders, which it may notice from 120 feet.
It can hit to attack with damage 1d10, and hit to attack with damage 1d10.

The Giant gold dragon fly (Yellow 'F' : 'F')

=== Num:234 Lev:19 Rar:2 Spd:120 Hp:3d8 AC:20 Exp:75
Large beating wings support this dazzling insect. A loud buzzing noise
pervades the air.
This natural creature moves extremely erratically.
It is rarely detected by telepathy. It is always created sluggish.
It may breathe sound; 1 time in 10.
It can bash down doors.
It resists fire.
It tends to overlook intruders, which it may notice from 120 feet.
It can bite to attack with damage 1d3.

[U] Shagrat, the Orc Captain (Green 'o' : 'o')

=== Num:227 Lev:19 Rar:2 Spd:110 Hp:400 AC:60 Exp:400
He is an orc of power and great cunning, leader of the garrison at Cirith Ungol.
This evil orc moves normally.
He usually appears with an escort.
He can bash down doors and open doors.
He resists poison.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry one or two good objects.
He can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack with damage 3d5, and hit to attack with damage 3d5.

[U] Gorbag, the Orc Captain (Green 'o' : 'o')

=== Num:228 Lev:19 Rar:2 Spd:110 Hp:400 AC:60 Exp:400
He is an orc of power and great cunning, leader of the garrison at Minas Morgul.
This evil orc moves normally.
He usually appears with an escort.
He can bash down doors and open doors.
He resists poison.
He takes a while to see intruders, which he may notice from 200 feet.
He will carry one or two good objects.
He can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack with damage 3d5, and hit to attack with damage 3d5.